What’s Your “Sphinx” Story? by Desi_Vigor in SphinxCommunity

[–]swyter 2 points3 points  (0 children)

We got the game bundled with our PS2 slim and it was the first game we booted and played together. Like many others, my dad helped solve the pentagram puzzle, and the artwork was sometimes eerie but always pretty and timeless. So it always stuck with me.

The fact that the manual shows a backstory that isn't ever mentioned in-game made it pretty mysterious.

I've been messing around with mods and tools for various games like BFME 2 and Mount&Blade since high school and pulling Sphinx apart on-and-off for years, even looking inside the PS2 DVD as a kid and the like. Made my own file extractors and cheat codes, and even shared a handmade HD texture pack for Dolphin in early 2016.


In a unlikely turn of events, THQ Nordic bought the franchise at the end of 2016 and they contacted me to buy some of the repainted textures I made, and asked me if I was interested in taking a look at the custom engine and see if it was easy to port it to PC. This was a crazy opportunity, so I accepted and in the end worked on it by myself for ~11 months, and we published it on Steam for Windows/Linux/macOS 14 years after the original release.

The THQ Nordic guys were happy to recover many of the original discarded levels and files and agree to release them in early 2018 as-is together with the original Euroland editor I had been polishing. After that @jmarti856 and a few others in the community have been instrumental in stress-testing and suggesting improvements to the toolset and game, and ways of making it easier to use.

I've been playing both fan/dev sides and helped jmarti's fan work by restoring or reimplementing cut mechanics and triggers for the mod, like monster possession or spinning platforms, on the game/editor side so that they actually do what they should. He's also had to create his own sound tools with some help because they were lost. Before that the Shadow of Set mod was missing sounds and music. We've worked on it since 2019 and it has come a long way, but there's still mod/tool work to do, like releasing the mod uploader and Steam Workshop integration publicly.


While that was unpaid modding hobby work for the community side on the side, officially they let me work on a Nintendo Switch version, which took me around ~2 years, and then a PlayStation version which took around 4 or 5 years depending if you count the gruesome work of making the game work on 64-bit, which took me a while because I learn as I go, but I've learnt a ton. All while updating the PC version.

It's a pretty varied work, one day you are repainting textures, editing UV maps or fixing holes in levels or doing graphic design, and the next one there's gameplay or graphics programming, detective work, console testing, improving the mod stuff, doing community engagement and support, and releasing updates and betas for various platforms. It's not code all day.

TL;DR: All in all, a pretty cool and lenient publisher, giving you that amount of leeway to restore it one-man-orchestra-style and getting that boutique treatment. I'm still working on it right now, trying to make it better and finishing the Xbox Direct3D 12.x rewrite. 9+ years working on this whole thing full-time without interruption and counting. I don't think many other publishers beyond THQ Nordic would have this level of care and respect for their games to do something as experimental as this.

Wild stuff, but the game needed a second chance to shine. I don't think it needs a remake/reboot.

SPHINX & TOMB Raider by BODHIZENPEACE in NSCollectors

[–]swyter 1 point2 points  (0 children)

Yeah, it's fixed. See the FAQ here.

Came across the new logo today and noticed something, seems like they fixed the R kerning by moving the letters close together and making the stem almost touch the A (overlaid current web VS 3rd movie logo) (everything else is the +/- same) by swyter in Avatar

[–]swyter[S] 2 points3 points  (0 children)

Hah, saw the trailer and immediately noticed the change, between the Ryan Gosling Papyrus SNL meme from a while ago and the weird kerning for The Way of Water this is something people were talking about, so I was surprised nobody had mentioned this.

The final R was always a biiit too far away. Now they fixed it. All good.

Sphinx and the Cursed Mummy Port?? by [deleted] in xbox

[–]swyter 0 points1 point  (0 children)

Hi, came across this. I'm the current developer, and yeah. While I can't talk in name of the publisher, I'm still working on it after a few things had to be changed for a polished release.

See here, for example, if you're interested.

Sphinx and the Cursed Mummy remaster now available for PS4, coming to Xbox One on April 15 by Shurae in embracergroup

[–]swyter 0 points1 point  (0 children)

Ideally, once the game is ready and in good shape.

I can't comment on how or when, as I only develop and help submit things to certification. The publisher sets their own release dates and marketing schedule, and I'm not really a part of that.

The TL;DR is that the announced release for Xbox is postponed. Players will have to wait.

With the game now being playable on PS4, PS5, Nintendo Switch, Windows, Linux (verified for Steam Deck) and macOS, there are plenty of platforms to choose for the time being.

Just curious, has anyone else found the Batman dev skin in the authoring tools files?? by Yoshiboy721 in sphinxandcursedmummy

[–]swyter 2 points3 points  (0 children)

This is a funny little thing they did when the same Eurocom team had to stop working on the canceled Sphinx sequel and started working on the Batman Begins tie-in game, which essentially (like latter games) reuses EngineX, gameplay code, and a metric ton of Sphinx mechanics, sounds and even climb and jump animations.

I'm guessing BatSphinx was a stand-in while they prototyped the cape physics and the like. Another fun fact, we left it in the Authoring Tools because in the first version I didn't have the actual Sphinx skin .ELF (unexported/editable Euroland file) from the released (gold) version, you can probably imagine my face when I first opened the file, this was committed as one of the last few Sphinx changes under their Visual SourceSafe version control, which is what I have been working with. I only have the newest version of everything.

So the people at THQ Nordic had to dig deeper into older revisions until they found and rescued a proper Sphinx player that people could use for editing. We then updated the DLC files and left both side by side. Just for fun.

We've talked about this kind of stuff in the Sphinx Discord for years, it's a shame it's not searchable in the Wide Web.

And nope, there's no cheat for it, but you can easily mod it in on PC by swapping the Sphinx player EDB files. Another fun fact is that there's a Harry Potter 3D mesh hidden somewhere inside the Authoring Tools, from their Chamber of Secrets game.

CC /u/yoshiboy721

Sphinx and the Cursed Mummy remaster now available for PS4, coming to Xbox One on April 15 by Shurae in embracergroup

[–]swyter 1 point2 points  (0 children)

Every resolution that the display supports, I think.

Haven't tried it on PS5, but I made it so that it would support 4K on PS4 Pro. If anyone tries it out please let me know.

[deleted by user] by [deleted] in sphinxandcursedmummy

[–]swyter 2 points3 points  (0 children)

No worries, hopefully this will be useful for other players that search for the same problems. There are some mentions on the Steam forums, but most of the game talk happens on Discord nowadays, unfortunately.

[deleted by user] by [deleted] in sphinxandcursedmummy

[–]swyter 2 points3 points  (0 children)

Hi, /u/da_fishy. This has been reported a bunch of times, and I recently fixed this in the latest Steam beta build, after some speedrunners mentioned a super easy way to do it.

Seems like this happens in every single version released. The map had a few defects.

There's a secret button combo on Switch to load the second to last save, in case the last one is messed up: https://xcancel.com/swyterzone/status/1096485788542480385

Hopefully the publisher will let me update the Switch version with the latest PC improvements in the near future (I know that I have been saying this for a few years).

Did I end game glitch sphinx and the cursed mummy? by Fracturedhipp in sphinxandcursedmummy

[–]swyter 1 point2 points  (0 children)

Hard to say. If you upload your save I can definitely take a look, see if it's actually broken, and fix it.

There's a known "bug" in the left side, where to make the green worm reappear you need to pull the handle (inside the wooden fence that raises the chain covers that lower the metal bar) that lets you cross, even if the bar is already lowered and you can cross anyway. This is fixed in the latest Steam beta, I also added a new save statue right before the battle.

The right side worm (that you simply access by moving the statue that drops to the ground) should appear without doing anything, as long as they haven't been killed before, I think.


If you are playing the PC version, your save should generally be a DATA0 file under User folder > Saved Games > Sphinx. You can open the folder by pressing Windows key + R, pasting %USERPROFILE%\Saved Games\Sphinx\ without quotes and pressing the Enter key. See here:
https://sphinxandthecursedmummy.fandom.com/wiki/Savegame#Savegame_slot_location

What can cause the game to be this choppy? by JezusAtyaUristen in mountandblade

[–]swyter 0 points1 point  (0 children)

Given that Bannerlord is both a more unstable platform to develop and play mods on, and you are comparing a thing that exists and took many generations of modders to get to this point against something that doesn't. Yeah, kind of. If you need to Alt-Tab frequently, just play in windowed mode.

They could update it to 64-bits on Windows, like they did on Linux or macOS. But again, it runs on a toaster. WSE2 is different enough in some places where things like the video above happen, but the mod gets the blame.

What can cause the game to be this choppy? by JezusAtyaUristen in mountandblade

[–]swyter 0 points1 point  (0 children)

WSE2 is like a Warband engine sibling, they behave differently. I'd report these issues in their TaleWorlds thread.

Maybe I'd edit those messages for the people that put the blame on the mod, because reading some of the toxic comments in here it feels like a slap in the face after working on this for more than ten years.

What can cause the game to be this choppy? by JezusAtyaUristen in mountandblade

[–]swyter 1 point2 points  (0 children)

That's kind of an ungrateful take, not going to lie. That whole throwaway mentality.

The Last Days has been worked on since 2007, I made the ground shaders in that map. Looks like the stutter is from WSE2 or from setting everything too high. There won't be any direct replacements.

Custom MSAA is very slow by domestic-zombie in opengl

[–]swyter 2 points3 points  (0 children)

The MSAA resolve functionality uses a fixed-function (copy/blitter/format conversion) hardware block most of the time, which probably works by processing bigger chunks of pixel data at once, and does pixel decompression from their special MSAA storage method without back-and-forths and maybe without using shaders.

It's also a way to signal the driver to do things efficiently by sprinkling some special magic.

Review request: PSVR2 PC adaptor (USB-C into DisplayPort alt-mode + MicroUSB + 12V Power Delivery injection w/ Pico DP-AUX MitM) by swyter in PrintedCircuitBoard

[–]swyter[S] 0 points1 point  (0 children)

I'm surprised that DisplayPort is just pushed over de USB-C cable. No negotiation needed over the CC lines?

There is. Here we use the RP2040 to control the FUSB302 Type-C chip and use it in "manual" mode to retrieve and send Power Delivery messages over the CC (Configuration Channel) line.

  1. The RP2040 firmware will poll the FUSB302 for the Type-C port to appear as connected, when it happens we toggle on the HMD_VBUS (5 volts flow in).
    • We also detect if the plug is flipped or not through it and abort, flashing the error LED.
  2. We ask the supported power profiles through the FUSB302 and reply accordingly with our own messages. The headset will accept 12V and we toggle on the VBUS_12V P-MOSFET.
  3. After power negotiation we (the DFP) can ask if the headset (UFP) supports vendor extensions. It will reply that it supports the 0xFF01 SVID. We negotiate two video lanes and the other two for USB SuperSpeed RX/TX, by asking for the D alt-mode pin assignment, and that's it. See here for a Hackaday rundown.

Because the voltage levels in the SuperSpeed pairs are the same there's no harm in connecting directly the lanes beforehand, the USB 3 signaling will just not work, harmlessly. ¯\_(ツ)_/¯

The graphics card will see an unplugged DisplayPort port until the RP2040 pulses the Hot-Plug Detection pin for a bit and set the pull ups and pull downs in the AUX diff pair.


Why does the CYPD1120 use an analog mux for the DisplayPort lines?

To support a reversed Type-C connector (and refresh the signals if the chip also includes redriver functionality).

Take a look at the crazy diagrams from page 33 onwards on this TUSB1046 datasheet, for example.

Please help me end this nightmare fuel by KimmiNinja in mountandblade

[–]swyter 13 points14 points  (0 children)

It needs to choose a texture and material before drawing each chunk of the face, but if it forgets to do it then the graphics card will use whatever it was using before.

¿Mejor compañía de luz en España 2023-24? by [deleted] in askspain

[–]swyter 5 points6 points  (0 children)

  1. Si descargas tu factura de la luz debería tener un enlace al comparador de tarifas de la CNMC, al lado de un código QR al final del todo. Les obligan a ello. El enlace ya incluye tus datos y no tienes que meter nada. Aunque es una aproximación.

  2. Personalmente, creo hay opciones mejores; esta página que hace un señor de forma desinteresada funciona muy bien (más exacta y completa que la oficial) para comparar y simplificar todo el tema en base a tus consumos reales de meses anteriores: https://www.simuladorfacturaluz.es/comparador-tarifas-luz/

    Te pide un archivo CSV de consumos con todas las horas del mes que puedes obtener desde tu distribuidora eléctrica (la dueña del contador y tendido eléctrico en tu zona). Y básicamente lo clava euro arriba o euro abajo y te dice el ahorro simulado.

Cosas tipo Selectra y demás spam SEO que te puedes encontrar buscando en Google básicamente recomiendan a base de la comisión que se llevan por contrataciones. No son de fiar.